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Oct 29 2024 07:19pm
Hello there, me and my friends are new to this and we mainly gonna party climb.
We go as Fighter, Barbarian and Guardian (me doing da heals).

Anyways we simply got some newbie questions how to actually approach this game just right, so we won't waste on anything or trash smth, which would've been worth a bit.

To our questions:

1. TI and T2 Items are worthless, no matter their Magic Affixes, due to T3 items also being equipable at lvl 1 - Am I right with this, or are there even some T1 / T2 Items which can be worth picking up or to look at ?
2. Which stats on which items are wanted, or noteworthy to pick up ? - We already figured that EE and matching Base stats, such as +15 Dex on T3 Daggers would be the go to stats. - But what if we for example get a T3 Wild Heal with 38% EE, or a T4 Dagger with maxed Life Steal Stat, or any Item of any T with maxed Magic Luck stat - would these be worth anything, or trash ?
3. What Proficiencies are worth to focus on ?
4. I heared that we would generate Guild Points if we pass the Master Quest, how to create a Guild or how to get in contact with any Guild for this ?
5. We want to create the Holy Trinity ourselves with Healer / Tank / DD - I thought about becoming a Paladin Healer, are there any other recommendations for this, and if my DD had to decide whether to pick Samurai, Ninja or Headhunter, what should he pick ?
6. If we do the Masterquest and hit the class we want to play as a main, is it wise to stay on them for the season, or is it more recommended to continue on doing the Masterquest until Alchemist and then reroll on your main class afterwards ?
7. Also what about the welling thing, is it worth to gather T3 or T4 white gear to well them ? - Or is that just worth for higher levels or higher magic luck levels ? - Or when to well anyways ?
8. Lastly what about Catacombs vs Dungeon Maps, our Hotbar is almost full with random Dungeon Maps and we aren't sure whether to run them or not.

We definitely got more questions in the future, and we appreciate if you also could give us some tips, knowledge or advice about things, we didn't already question in here.
Finally we hoping to become a strong addition to Ladder Slasher community in the future and hopefully get into trading with you guys soon ! - Kind Regards
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Oct 29 2024 07:49pm
If you need +1 for a climb feel free to message me if you see me online!
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Oct 29 2024 08:04pm
1. It's possible to get tier 2's worth something, however the chance is so small it's not worth looking at. As an example a 200 mana, 10 intel, 2 crit, 200 life staff would be worth 100-500 fg, but that's asking for 4 perfect stats. +2 extra item slots is worth ~1-5 fg.
2. Magic luck, extra item slots are useful no matter what item they spawn on. Generally need 3+ of either to be worth warranting picking up.
Strength/Dexterity/Intel/Enhanced effect are the other mods which if they spawned alone, can make an item worth something. However a dagger with dexterity is useless without the enhanced effect mod as well. Intel would be the wanted mod, seeing you'd be using EE on the charm.
So for caster stuff you're looking for intel on weapon/armor and ee on charm
For melee stuff you're looking for ee on weapon/armor and strength/dexterity on armor/charm.
There are side mods such as quickdraw/crit/max mana/heal mastery which can significantly boost an items value.
Checking around peoples accounts to see what they bother to keep can give a good indication. The majority of my items are usually viewable as i only keep 1 set in my vault at a time
3. I wouldnt worry about prof early on. It's great to have, but when you're using weapons with 120ee+ at level 55, having 5 proficiency to add 5 more ee is not really making a huge difference. Use the best ee items you can until you can collect sets.
In terms of prices, clubs/staffs are cheapest, swords are mid value and daggers/axes are the most expensive. The reason this is the case is that ALL melee classes can be done with just daggers/axes and both of those can use just dex gear.
4. Guild points give you nothing, just a way of tracking how much you've played to some extent and comparing e-peens. The main reason you will want a guild in the future is for access to transfer items directly to each other using the vault, this is significantly more convenient than putting items on the market and telling the other guy to buy it before someone else does.
5. You unlock classes in order, the first unlocked class is samurai. So if you all passed your first MQ, you'd have 3 samurai's which would make a bit of a mess of your current strategy. Saying this, statting all intel is still viable on samurai to do the same thing, however it will be significantly weaker than guardian/mage.
6. In general you try and move up the classes or just do one of the starting 5 classes over and over. Going through all the classes will give some sense of accomplishment of each class unlocked, whilst doing the same class over and over very much simplifies what gear you need to buy. I personally went barb for at least 10 climbs before moving onto samurai, as it let me find some items to sell and buy a decent club set, used that club set to find stuff to sell and buy a dagger set, then used the dagger set to beat samurai. If you use swords then you can do the first 3 classes with the same gear, as all 3 are able to use all charms, all armors and are able to use swords.
7. Generally tier 3/4's arn't worth the effort, In short you should attempt to well stuff near to your current level. So doing a T4 at level 5-15 is good, doing it at 25+ is a waste of time and gives less side dops. Ideally give it to a guy with 10+ magic luck to throw the item into the well, and ideally let him get the last hit to kill it. However i wouldnt worry too much about magic luck, if you managed to find a level 50 dagger with 240 ee (does not need magic luck to get that high) you'd gain 100k+ fg from that drop alone. Obviously the chance of that happening is incredibly low or we'd all be super rich by now, but it does happen.
8. Dungeon maps have a maximum mob level, a T1 has a maximum mob level of 15, so if you reach level 16/17, the drops/exp gain will be extremely poor at that point. each tier adds 5 levels, so t3 = level 25 max, you can then just add +25 to the level requirement of the map to know the max mob level of the map.

Good luck guys!
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Oct 29 2024 08:13pm
1 can turn stats into a glyph on t1.. or level you transmute up and suffus with essence ur glyph for longer time/ or suffus fish for xtra life/mana ... other then that you right use t3 items..
2weapons or charms if you a mage you want ee... if melee charms just good for stats u need dex/str... armor can do tank ee or stats backrow...
3 most like transmute because most profitible and fast to level compared rest..
4 some guild may pay you for guild points.. so party planner i think still buys them ..or just join a guild after you sell some gp's .. get a couple chars ready maybe first.. or just run with 1 for beter prof..
5 Rogue can tank then use a backrow char for max stats or mage ...mage items intel weapon and intel robe.. plus ee charms for attack/heals...Bonus from Rogue more weapons can be used and you dont fall into trapdoors ... or healer class guardian can tank /heal...and use a stat setip for backrow mage or char with dex robe/dex charm and ee weapon..
6 best to try open next class on 1 main char...use feeder if u need for team take turns 1 healer/tanker 1 main class...
7 wells make all ur chars as you going be 2 people 1 can hold well and other can mule some to do them .. So sure if u need low gear hold some on mules until you need room..
8 events might be better for maps just collect some and use as you go or wait for good events every 3 days new event..

And good luck slasher peace
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Posts: 3,080
Joined: Apr 17 2014
Gold: 47,042.00
Oct 29 2024 08:16pm
Quote (Bigheaded @ Oct 30 2024 03:04am)
1. It's possible to get tier 2's worth something, however the chance is so small it's not worth looking at. As an example a 200 mana, 10 intel, 2 crit, 200 life staff would be worth 100-500 fg, but that's asking for 4 perfect stats. +2 extra item slots is worth ~1-5 fg.
2. Magic luck, extra item slots are useful no matter what item they spawn on. Generally need 3+ of either to be worth warranting picking up.
Strength/Dexterity/Intel/Enhanced effect are the other mods which if they spawned alone, can make an item worth something. However a dagger with dexterity is useless without the enhanced effect mod as well. Intel would be the wanted mod, seeing you'd be using EE on the charm.
So for caster stuff you're looking for intel on weapon/armor and ee on charm
For melee stuff you're looking for ee on weapon/armor and strength/dexterity on armor/charm.
There are side mods such as quickdraw/crit/max mana/heal mastery which can significantly boost an items value.
Checking around peoples accounts to see what they bother to keep can give a good indication. The majority of my items are usually viewable as i only keep 1 set in my vault at a time
3. I wouldnt worry about prof early on. It's great to have, but when you're using weapons with 120ee+ at level 55, having 5 proficiency to add 5 more ee is not really making a huge difference. Use the best ee items you can until you can collect sets.
In terms of prices, clubs/staffs are cheapest, swords are mid value and daggers/axes are the most expensive. The reason this is the case is that ALL melee classes can be done with just daggers/axes and both of those can use just dex gear.
4. Guild points give you nothing, just a way of tracking how much you've played to some extent and comparing e-peens. The main reason you will want a guild in the future is for access to transfer items directly to each other using the vault, this is significantly more convenient than putting items on the market and telling the other guy to buy it before someone else does.
5. You unlock classes in order, the first unlocked class is samurai. So if you all passed your first MQ, you'd have 3 samurai's which would make a bit of a mess of your current strategy. Saying this, statting all intel is still viable on samurai to do the same thing, however it will be significantly weaker than guardian/mage.
6. In general you try and move up the classes or just do one of the starting 5 classes over and over. Going through all the classes will give some sense of accomplishment of each class unlocked, whilst doing the same class over and over very much simplifies what gear you need to buy. I personally went barb for at least 10 climbs before moving onto samurai, as it let me find some items to sell and buy a decent club set, used that club set to find stuff to sell and buy a dagger set, then used the dagger set to beat samurai. If you use swords then you can do the first 3 classes with the same gear, as all 3 are able to use all charms, all armors and are able to use swords.
7. Generally tier 3/4's arn't worth the effort, In short you should attempt to well stuff near to your current level. So doing a T4 at level 5-15 is good, doing it at 25+ is a waste of time and gives less side dops. Ideally give it to a guy with 10+ magic luck to throw the item into the well, and ideally let him get the last hit to kill it. However i wouldnt worry too much about magic luck, if you managed to find a level 50 dagger with 240 ee (does not need magic luck to get that high) you'd gain 100k+ fg from that drop alone. Obviously the chance of that happening is incredibly low or we'd all be super rich by now, but it does happen.
8. Dungeon maps have a maximum mob level, a T1 has a maximum mob level of 15, so if you reach level 16/17, the drops/exp gain will be extremely poor at that point. each tier adds 5 levels, so t3 = level 25 max, you can then just add +25 to the level requirement of the map to know the max mob level of the map.

Good luck guys!


That's some very well written and detailed answer, ty for that ! c:

We gotta stick to that, and try to do our best.
There is no need to actually go for Alchemist or any other higher classes, we also can just stick to Paladin, Samurai and Warlock for example, right ?
And also a little question I forgot to mention, is there any way to pass the leadership without needing to relog and rejoining the party ?

Kind Regards
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Posts: 40,183
Joined: Apr 29 2006
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Oct 29 2024 08:18pm
#1: Tier III + ... if you are starting to mute with 0 Ranks, I suppose people would use Tier I / II's
#2: As you stated, Str / Dex (wpn stats) and EE (wpn / armor / charms). I prefer +Max Life/Mana (150+) on Tier III/IV items starting out since I play HC. As for heal charms Tier III with EE, not much use for them these days (add on edit) Forgot EES gear.
#3: Transmuting. You will gain profs while climbing levels with weapons & charms.
#4: Just request to a guild if you want to join, as for creating one, don't know.
#5: Not sure what you mean here, but I am sure you know that you have to unlock Samurai to Paladin.
#6: Up to you.
#7: Up to you, I Well Tier III+ all the time, mostly for Heavy Prof & possible upgrades.
#8: Up to you, I do catacombs for certain maps (+ Well) and some maps because they have Evil Presence.

If starting with feeder classes as a 3 person group... 99.99% of people would suggest to use a Mage instead of a Guardian as a Healer. Guardian has the most restrictions starting out.

Good luck and have fun, however, you will get to know more of what you need or want to do by playing and checking the Marketplace, also, remember to create mules to transfer your gear to.

This post was edited by izParagonzi on Oct 29 2024 08:26pm
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Oct 29 2024 08:21pm
Quote (Naubia @ 30 Oct 2024 15:16)
That's some very well written and detailed answer, ty for that ! c:

We gotta stick to that, and try to do our best.
There is no need to actually go for Alchemist or any other higher classes, we also can just stick to Paladin, Samurai and Warlock for example, right ?
And also a little question I forgot to mention, is there any way to pass the leadership without needing to relog and rejoining the party ?

Kind Regards


/leader Insert character name
Member
Posts: 3,080
Joined: Apr 17 2014
Gold: 47,042.00
Oct 29 2024 08:24pm
Quote (izParagonzi @ Oct 30 2024 03:18am)
#1: Tier III + ... if you are starting to mute with 0 Ranks, I suppose people would use Tier I / II's
#2: As you stated, Str / Dex (wpn stats) and EE (wpn / armor / charms). I prefer +Max Life/Mana (150+) on Tier III/IV items starting out since I play HC. As for heal charms Tier III with EE, not much use for them these days (add on edit) Forgot EES gear.
#3: Transmuting. You will gain profs while climbing levels with weapons & charms.
#4: Just request to a guild if you want to join, as for creating one, don't know.
#5: Not sure what you mean here, but I am sure you know that you have to unlock Samurai to Paladin.
#6: Up to you.
#7: Up to you, I Well Tier III+ all the time, mostly for Heavy Prof & possible upgrades.
#8: Up to you, I do catacombs for certain maps (+ Well) and some maps because they have Evil Presence.

If starting with feeder classes as a 3 person group... 99.99% of people would suggest to use a Mage instead of a Guardian as a Healer. Guardian has the most restrictions starting out.

Good luck and have fun, however, will get to know more of what you need or want to do by playing and checking the Marketplace, also, remember to create mules to transfer your gear to.


Quote (doomchaser @ Oct 30 2024 03:13am)
1 can turn stats into a glyph on t1.. or level you transmute up and suffus with essence ur glyph for longer time/ or suffus fish for xtra life/mana ... other then that you right use t3 items..
2weapons or charms if you a mage you want ee... if melee charms just good for stats u need dex/str... armor can do tank ee or stats backrow...
3 most like transmute because most profitible and fast to level compared rest..
4 some guild may pay you for guild points.. so party planner i think still buys them ..or just join a guild after you sell some gp's .. get a couple chars ready maybe first.. or just run with 1 for beter prof..
5 Rogue can tank then use a backrow char for max stats or mage ...mage items intel weapon and intel robe.. plus ee charms for attack/heals...Bonus from Rogue more weapons can be used and you dont fall into trapdoors ... or healer class guardian can tank /heal...and use a stat setip for backrow mage or char with dex robe/dex charm and ee weapon..
6 best to try open next class on 1 main char...use feeder if u need for team take turns 1 healer/tanker 1 main class...
7 wells make all ur chars as you going be 2 people 1 can hold well and other can mule some to do them .. So sure if u need low gear hold some on mules until you need room..
8 events might be better for maps just collect some and use as you go or wait for good events every 3 days new event..

And good luck slasher peace


Transmute prof -> check
just doing da wells -> check
mules, allright keeping that in mind !
Mage > Guardian = rip me [Thought Guardian would be wise, because Guardian shares the gear with Paladin somehow]

Ty for all the info provided, to the both of you - much appreciated !!! :hug:
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Oct 29 2024 08:25pm
Quote (izParagonzi @ Oct 30 2024 03:21am)
/leader Insert character name


:thumbsup:
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Oct 29 2024 08:26pm
Quote (BrackishHog @ Oct 30 2024 02:49am)
If you need +1 for a climb feel free to message me if you see me online!


Gonna keep that in mind for sure ! :D

Kind Regards
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